vortex
Fabulous Optimist
I wish they get better CEO like those of EA, CDProjekt, Rockstar Studios to make them crunch more.snip
I wish they get better CEO like those of EA, CDProjekt, Rockstar Studios to make them crunch more.snip
The Dork Souls of immersive sims?dodgerolls or someshit idk.
It's just so big and impressive, I know it's a different genre but other indie games should see how far behind they are.People should try Arma 3 now.
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Level design is unparalleled in this game. After finishing it I do not understand how can I return to any of the nowadays turd.System Shock was great 30 years ago but today it's less so, and an amateurish remake of a 30 year old game should feel uneasy today.
Wasn't it fixed in Enhanced edition? Havent tried the original but i dont recall low fov or fps in EE and im usually sensitive to these stuff.Presumably due to the low res, low fov and low framerate, which are all fixed in the remake.
Yeah, my mistake. I meant enhanced edition not remake.Wasn't it fixed in Enhanced edition? Havent tried the original but i dont recall low fov or fps in EE and im usually sensitive to these stuff.Presumably due to the low res, low fov and low framerate, which are all fixed in the remake.
How is it not an indie game? What does the date have to do with anything? What does it matter if it's like the earlier games? And what needs to be fixed?It's just so big and impressive, I know it's a different genre but other indie games should see how far behind they are.People should try Arma 3 now.
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Arma 3 isn't an indie game.
It was announced in 2011 and now after 11 years of development it is still shit and will never be fixed.
Also, it's basically the same game as OFP and Arma 2
It's just so big and impressive, I know it's a different genre but other indie games should see how far behind they are. System Shock was great 30 years ago but today it's less so, and an amateurish remake of a 30 year old game should feel uneasy today.
But they keep getting away with it. That shitty empty Amazon MMO releasing in a world that already has EverQuest and 28 expansions full of content, should not be possible. Too many devs get away with it.
Arma 3 isn't an indie game.
It was announced in 2011 and now after 11 years of development it is still shit and will never be fixed.
Also, it's basically the same game as OFP and Arma 2
I'm not comparing the games, I'm talking about what people should expect from a game in 2022.Arma 3 but it will be more big scale as compared to claustrophobic feel of System Shock.
When they say "the finish line is approaching" do they mean on the backer perks or the actual game?
The System Shock remake is nearly finished, and we got a peek at its completed arsenal
By Wes Fenlon published about 3 hours ago
The pulse rifle and laser rapier are looking mighty fine.
(Image credit: Nightdive Studios)
Change the name, and I suspect Nightdive's remake of System Shock could pass for an entirely new game in 2022. There are a few telltale signs it has roots in a 1994 PC game, like the hotbar on the bottom of the HUD packed with gear and the grid-based inventory. The pipe hacking minigame is perhaps a dead giveaway. The pump action on the pulse rifle's reload animation, on the other hand, makes System Shock look like a wholly new shooter, as does the electricity that arcs off a cyborg's head as it explodes in a grisly headshot. This is a handsome game, falling somewhere in between a new big budget shooter and a pixel-meets polygon throwback like Prodeus.
It's been a long road to get to this point from the 2016 Kickstarter, but System Shock is now "pretty much complete," in the words of Nightdive's Larry Kuperman, and headed into its final months of polish leading up to a release later this year. "Every level's here, every enemy is in place, every weapon is in place," Kuperman told me in a demo at this year's Game Developers Conference. It's playable from start-to-finish and going through QA now.
2018 U-turn, when Nightdive decided it was changing too much from the original game. "We tried to stay very true to canon. That was something that was really important to us, that our core audience who are fans of System Shock can look at this and go 'yes, this is what I was looking for. It's the game that I know, but with polish.'"
Where Nightdive touched System Shock's design, the changes have been minor: streamlining the number of grenades into a multi-function grenade, for example. "Every person on the team has invested hours and hours into how the original gameplay worked, but we also want to make sure this has a modern feel," Kuperman said. That meant adding touches like multiple reload animations for each weapon and messages that flicker across the screens of Citadel Station's CRT monitors.
Nightdive plans to release a beta build to Kickstarter backers when it's stable and has gone through a thorough QA process. For now, let's look at some weapons in beautiful gif form.
Classic pistol, nothin' fancy, but look at how viscous that blood splatter is. This game might get messy.
Excellent pump action on the shotgun, but I especially like how it re-chambers.
The pulse rifle has an even slicker pump motion than the shotgun, right? I like how your hands tilt it upright, as if you need gravity's help to prime this thing for the next shot. But it's the particle effect from the explosion that ends up stealing the show.
There are a lot of lightsaber wannabes out there, but I like how the laser rapier beam bends as you swing it. Fencing in the System Shock universe must be high risk.
Talk about capturing our miserable present in one sad little sentence.There are a few telltale signs it has roots in a 1994 PC game, like the hotbar on the bottom of the HUD packed with gear and the grid-based inventory.
[...] laser rapier beam bends as you swing it.
Excellent pump action on the shotgun, but I especially like how it re-chambers.
Either I'm missing something big about how shotguns work, or they got this completely ass-backwards.
I always thought SS1 was a difficult game to look at*, but the remake is even more visually confusing.
* Presumably due to the low res, low fov and low framerate, which are all fixed in the remake.
Load shells into the front of the gun, watch cartridge get ejected further back on it.
Either I'm missing something big about how shotguns work, or they got this completely ass-backwards.
You're right, more and more these days, flashy visuals and UI are so over the top that they impede gameplay. Cyberpunk 2077 was a recent example of this for me, there's just a bit too much going on. But I don't think this System Shock remake looks too bad in this respect. Maybe just mellow down the bloom and contrasts a little bit, up the gamma a notch, and it should play smooth. The simplistic, "outdated" level geometry should also help in this regards, it makes things look nicely aired out and easy to orient yourself in.Lack of visual soup is precisely one of the things that makes earlier games play better, the fact that the devs here haven't realized that isn't encouraging.
You're right, more and more these days, flashy visuals and UI are so over the top that they impede gameplay. Cyberpunk 2077 was a recent example of this for me, there's just a bit too much going on. But I don't think this System Shock remake looks too bad in this respect. Maybe just mellow down the bloom and contrasts a little bit, up the gamma a notch, and it should play smooth. The simplistic, "outdated" level geometry should also help in this regards, it makes things look nicely aired out and easy to orient yourself in.Lack of visual soup is precisely one of the things that makes earlier games play better, the fact that the devs here haven't realized that isn't encouraging.
And I gotta say, I do dig this particular retro vibe to the environmental design. It's not especially convincing but, ironically, now that videogame spaces are so cluttered and geometrically sophisticated, the Lego architecture looks fresh and exciting. It strikes me as a good example of retro aesthetics that doesn't fall into the traps of brutalist '90s brush geometry or "ironic" pixel art.
You're right, more and more these days, flashy visuals and UI are so over the top that they impede gameplay. Cyberpunk 2077 was a recent example of this for me, there's just a bit too much going on. But I don't think this System Shock remake looks too bad in this respect. Maybe just mellow down the bloom and contrasts a little bit, up the gamma a notch, and it should play smooth. The simplistic, "outdated" level geometry should also help in this regards, it makes things look nicely aired out and easy to orient yourself in.Lack of visual soup is precisely one of the things that makes earlier games play better, the fact that the devs here haven't realized that isn't encouraging.
And I gotta say, I do dig this particular retro vibe to the environmental design. It's not especially convincing but, ironically, now that videogame spaces are so cluttered and geometrically sophisticated, the Lego architecture looks fresh and exciting. It strikes me as a good example of retro aesthetics that doesn't fall into the traps of brutalist '90s brush geometry or "ironic" pixel art.
I remember playing Deus Ex: Human Revolution for the first time and encountering a janitor's cart in a little fenced in area in the first mission. I looked at the bottles and rags and different shelves and was like "what the fuck is this all FOR?". It was one prop, sitting off to the side, that did nothing and served no purpose and it contained more polygons than 2 levels of the Abyss in Ultima Underworld.
It's odd how ignoring almost everything you are seeing and hearing is a basic part of playing a modern game.